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mpaul0055
13 years agoHonored Guest
[SOLVED]Locking The Cursor with the Rift.
Hi Guys
Im just finishing off some of the back end to my game, and one things that's been playing up with the oculus is the mouse pick function in playmaker.
I have chosen to lock the cursor and use that for the line of sight reference, which all works fine apart from the alignment of the locked cursor. The cursor gets locked in the middle of the screen in between each eye render. OxO (See Pic)
This causes all sorts of problems when im trying to open a door when looking at it, as the locked cursor is on the edge of each screen.
I ideally need the screen lock to be in the center of either the left or the right eye, but cant find a way to do it with my limited knowledge.
Can anyone help at all?
Cheers Rifters!!
Im just finishing off some of the back end to my game, and one things that's been playing up with the oculus is the mouse pick function in playmaker.
I have chosen to lock the cursor and use that for the line of sight reference, which all works fine apart from the alignment of the locked cursor. The cursor gets locked in the middle of the screen in between each eye render. OxO (See Pic)
This causes all sorts of problems when im trying to open a door when looking at it, as the locked cursor is on the edge of each screen.
I ideally need the screen lock to be in the center of either the left or the right eye, but cant find a way to do it with my limited knowledge.
Can anyone help at all?
Cheers Rifters!!
4 Replies
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- mpaul0055Honored GuestMods can you move this post to the unity specific forum. thanks :)
- cyberealityGrand ChampionWas this actually solved? It says solved in the title but it appears you are asking a question.
Also, I moved to the Unity section. - mpaul0055Honored GuestI solved the issue by going down the raycasting route.
Sorry i thought id updated the top post but obviously not.
Cheers :) - DarkJamesHonored GuestYou can also use Dot Products if you want to have a larger "look at" area than the super specific ray cast. This post http://forum.unity3d.com/threads/173707-Using-Vector3-Dot-for-Direction-Facing-Calculation is what inspired me to do it.
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